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User information for S Westberg

Real Name S Westberg   
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Signed On Feb 15, 2007, 19:09
Total Comments 2421 (Senior)
User ID 34131
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News Comments > FF14 Sales Suspended Due to Positive Response
44. Re: FF14 Sales Suspended Due to Positive Response Aug 28, 2013, 16:10 Flatline
I hate Final Fantasy Online.

My friend is addicted to it. His ingame play time for FF11 was, last I checked, 2 years spent in game. As in 18,000 hours spent in the game. Which works out to around 6 years playing 8 hours a day. He'd wake up, go to work, come home, play until his guild (in Australia) logged on at like 11pm, play until 3am, and pass out for 4 hours, then get up and do it again. Nobody talked to him for 3 or 4 years because he was too busy doing FF11.

Now 14 comes out and he's dropped off the map again. Sigh. I won't see him for another 5 years. The thing that I hate about the FF MMOs is that they are built around addictive gameplay habits. I remember in 11 if you wanted to raise Chocobos as best as you could you had to feed them like every 7 hours or something odd/off like that so your always logging on at different times. Not to mention the bosses that took 18+ hours for dozens of players to beat.
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News Comments > Sunday Tech Bits
16. Re: Sunday Tech Bits Aug 25, 2013, 22:39 Flatline
Quboid wrote on Aug 25, 2013, 21:15:
Jivaro wrote on Aug 25, 2013, 20:31:
Windows Phones have gone nowhere under his watch. Android is filling the gaping hole that should have been Microsoft's foothold in the smartphone business. It is perhaps the biggest missed opportunity in the history of technology. Ballmer owns that.

I'd pick something else as the biggest missed opportunity in the history of technology, but also by Microsoft: Internet Explorer. They had 96% of the browser market in 2002 (according to Wikipedia, with no citation). Even if that's exaggerated and it was was "only" around 90% they practically had the world wide web in the palm of their hands and they pissed it away.

Dude they're still getting sued in Europe for monopolistic behavior for packaging IE in with Windows. The US sued the shit out of them too, that's when the browser market fragmented remember?

Selective memory... christ...
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News Comments > GTA5 Gold; Rockstar Addresses Leak
44. Re: GTA5 Gold; Rockstar Addresses Leak Aug 25, 2013, 22:35 Flatline
JediPunisher wrote on Aug 25, 2013, 17:17:
Dmitri_M wrote on Aug 25, 2013, 15:57:
Shrug. I have not finished a GTA game since the 2d ones. For me at least, the 3d ones are mostly sandbox police murder games. I don't play the storylines.

Did you play GTA IV? It was far more than a “sandbox police murder game”… It was a Russian mafia sandbox police murder game with the best storyline in the series.
Nevertheless, San Andreas was still my favorite, due to its larger sandbox; That's why I'm excited for GTA V... It looks like San Andreas on steroids.

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News Comments > Evening Interviews
10. Re: Evening Interviews Aug 24, 2013, 17:18 Flatline
My X-Wing/TIE heartbreaker game would have a full single player campaign at least (the "other side" could easily be an expansion/DLC, I'd pay 20 bucks for that).

A level editor.

You'd have co-op missions designed specifically around co-op. Head to head missions naturally.

I'd also have an online "Galactic War" mode. If possible, max of 128 players per fight. It might require a subscription to play depending on how complex it was.

Remember the Bone Yards for Total Annihilation? Where you had the galactic war as their multiplayer? Yeah think that... on crack.

Each multiplayer session one player can either volunteer or is selected on each side to be the battle commander. Reputation is used as a deciding factor. You can also abstain, though that doesn't count if everyone on your team abstains.

Commanders have a 3d map similar to Homeworld, and they're the only ones that can communicate between flight wings. They set waypoints, target priorities, and coordinate backup and capital ships that may or may not be in the area. They have the ability to "escalate" the conflict and open up more player slots/resources, but if they do the other side will escalate automatically, and the battle is worth more.

Pilots gain experience not on their kill/loss ratio but by how well they execute orders. Following waypoints and sticking to your missions nets you XP, which can allow you to pilot experimental (read: EU) craft if they open up in the battle. You're rewarded minimally based on how good a pilot you are and largely by how well you work as part of the team.

At the end of each mission, the pilots on each team get a simple thumbs up/thumbs down vote on how good their commander was. This provides a ratio/score for each commander, allowing you to see before a mission how good your commander is, and in the event of a draft commander, is the score by which the player is chosen.

Each mission starts out with, say, 1000 points on each side. As missions are accomplished, those points are reallocated. As you take losses you lose points as well. If you ever choose to escalate, 1000 points are added immediately to the stakes, and new player slots are opened up. If players don't join, the stakes are still higher. So think carefully before you escalate.

At the end of the day, each system that is contested on the map totals the points of each mission. Whichever faction has a higher score takes the system. Some systems provide bonuses (extra missiles, advanced weaponry, and even a few that provide access to experimental craft), some are desirable because they open up hyperspace routes deep into enemy territory to contest, etc etc...

When players join the mission they're given the option of flight wings the Commander has drawn up (resources committed may give you a starting point total), and you join that wing. So on a bombing run there may be one element of x-wings for fighter support and 2 y-wing bomber wings. You can't always play the ship you want. Higher XP probably would give you the option to fly the ship of your choice if you join in pre-mission.

Guilds would be called Squadrons naturally enough, and their "guild hall" would be a squadron rec room that they could customize and decorate. Local leaderboards, squad insigna, and similar to the trophies from Alliance, memorabilia and trophies from your accumulated victories.

Recruiting squadrons may or may not be cheaper than recruiting random pilots. The point here is to organize.

There's more to the design I thought up, but that's the basic skeleton of it.
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News Comments > Evening Interviews
9. Re: Evening Interviews Aug 24, 2013, 16:52 Flatline
DangerDog wrote on Aug 24, 2013, 00:22:
If they insist on supporting xbox 360 and PS3 then whatever they put out for Star Wars won't be all that great.

I'd make games based on Han Solo using the old books that put him in the Corporate Sector. No force powers, little Empire, but solid stories with interesting atmosphere.

Actually, I thought that if you did a Steel Battalion style controller you could totally do a pretty epic X-wing game on the console. Space combat sims aren't exactly heavy on the resources these days.

I'd plunk 150-200 bucks down for an x-wing cockpit and game. And maybe even the TIE companion.
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News Comments > Guild Wars 2 Free Trial & Heroic Edition Launch
20. Re: Guild Wars 2 Free Trial & Heroic Edition Launch Aug 23, 2013, 16:35 Flatline
jacobvandy wrote on Aug 23, 2013, 12:19:
Slick wrote on Aug 23, 2013, 10:16:
so for someone largely uninitiated into MMOs, is this a good one to pick up? I tried SWToR with my RL friends, and we lasted a month and a half, the gameplay was just boring as all hell.

1) tab target

2) spam 30 buttons of mostly identical spells

3) repeat


what is the "twitch" pvp you speak of? is this just an evolved wow clone? same mmo schlock as always? or do i actually get to "aim" at stuff, or do anything which requires skill beyond that of an almost turn-based system of unresponsive awful global spell cooldowns..., in that all i usually see is a very removed strategic layer of decisions as to what order to cast my spells in. I was amazed how physically moving around is never really useful once you've engaged your target, sometimes even negative as your healers can't heal you, so you're encouraged to just try to aggro one baddie at a time, then not move, spam buttons, then engage the next one... ZZZZZZZZZZZZZZZZZ tell me GW2 is different?

The major thing about GW2 combat is that attacks and spells don't just magically connect to the thing you have targeted. You can and should MOVE while you attack, even as a Ranger or Engineer using bows or guns. Projectiles are actual entities that fly through the air, so if you get out of the way or put something else in between it and yourself, it won't hit you. Then you can evade almost anything else using various skills that include an evasion effect or the standard combat roll that everybody can do (up to twice in a row, takes a little bit to regenerate the endurance).

This is what gives you a twitch advantage over AI enemies, and it's what adds a significant element of skill to PVP. It's really awesome to duel a big dumb warrior guy who thinks he can just stand there and swing at you, dodging his heavy-hitters by timing your skills correctly and then whittling him down with DoTs and/or a flurry of crits. My main is a ranger, and equipping a sword in the main hand and a dagger in the other gives you 3/5 skills on the hotbar that include an evasive maneuver, so managing the timing correctly you can dodge a majority of incoming damage. It's especially fulfilling when you take on a giant ogre or something in PVE that is a few levels higher than you and/or a veteran or elite, and then defeat him not because your stats were good enough, but because you played skillfully.

Not to mention projectiles when fired through friendly AOE zones stack status modifier effects onto the projectile or onto you. Firing through a heal zone may give you regeneration, so your healer *doesn't* have to know where you're at. He just drops an AOE and you run in and heal or fire through it and heal. Or you inflict poison, or burning, or give yourself swiftness. While you do have skills on timers, they tend to combine in different ways. Interrupting different skill combos with other skills results in finishers and some other stuff. You can get by without necessarily knowing it, but it does help.

Also, most of the traditional "roles" you think of in MMOs have been shuffled up: Healer, Tank, DPS, etc... Everyone has healing abilities now for example, and while some are better than others (Warrior's suck) it's pretty cool how everyone tends to end up taking healing duty in a group.
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News Comments > Thief in February
38. Re: Thief in February Aug 17, 2013, 19:02 Flatline
*Reads the admin's edit of my rant*

*Slow clap* Bravo.
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News Comments > Thief in February
31. Re: Thief in February Aug 16, 2013, 21:47 Flatline
So wait... this is a continuation of the Thief series or a reboot? Some people have said continuation, others a reboot. There's no Hammerites, there's no Trickster minions, and the whole reason why Garrett is a badass thief (the keepers) seems to be missing and you're just... a badass thief.

That being said, I actually really like the art direction of city in the new cinematic. It looks like a city I'd like to run amok in. On the flip side, the guards look... anachronistic. They're like early 1600's and everyone else is like 1870. I'd have spent more time making them look a little more in-fashion or a little more ceremonial like the Swiss Guard if they were going to be anachronisms.

Garrett however looks like a fucking anime ninja now and I'm totally uninterested in him as a protagonist.

The story however sounds like shit. It actually sounds like a direct ripoff of the themes in Bioshock Infinite. Industrialist/rich fuck on one hand, "man of the people" on the other, and big twist I'm sure the "man of the people" is going to turn out to be a fuckhead.

And since they're pitching Garrett as "robin hood" now, he's going to develop a conscience and become a hero of the people by opposing both sides and forging his own solution. And then at the end of the game he'll toss that all aside to go back to robbing rich fucks and keeping the profits.

If it turns out like that I'm going to vomit through my eyes, but that's what it's looking like.

Edit: Admin added spoiler tags.

This comment was edited on Aug 17, 2013, 09:15.
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News Comments > America's Army: Proving Grounds This Month
4. Re: America's Army: Proving Grounds This Month Aug 15, 2013, 00:13 Flatline
Looks like a shitty budget title. The original AA was graphically rather sophisticated for it's time.

I remember them pimping the hell out of it at an E3- they had you gear up with an M4 replica that was gas-powered recoil, put on a flak vest and a helmet and go into a shoothouse and shoot bad guys on a screen. They'd then look at your shooting stats and evaluate how fast you were on target & hit ratio and a few other things.

So I suit up because fuck yeah this is fun so long as it's make believe and the officer leans in and tells me and the other guy "these guys have been sauntering into the shoot house all day. I want to see the two of you kick the fucking doors off their hinges and get in there as fast as you can."

Yeah I can do that. WHAM! we both kick as hard as we can and send the doors flying as he cries "get in there! Get in there!"

It's basically targets popping up in an urban street that have weapons that shoot at you but never actually hit you. But that's okay because you can't help but to feel like a badass with even an M4 replica in your hands. So we murderate the badguys and come out feeling good about ourselves.

First guy gets a 40% hit ratio or so. Not bad, not bad he's told, pretty good reaction time between when the bad guys popped up and when they got shot.

Then the officer looks at my results and just says "Jesus...." I look and say "yeah, that second shot missed because I wasn't ready for the recoil". Otherwise 100% hit ratio and an absurdly fast reaction time. We chatted for a while and I mentioned that I, at that point, played a lot of laser tag arena at the time, had done a few championships, and we routinely played against cops, the local SWAT, marines, whoever wanted to come throw down in a structured environment, so at that time I probably had a few hundred hours in the basics of CQB under my belt. I miss those days... They were great times.

Anyway had a good 15 minute conversation with him, really nice, and it was a lot of fun watching other folks go through the shoot house. It was one of the big memories of that particular E3 (I think that was the one that freaked everyone out by having the Army fast-line in from a blackhawk and assault the expo to open it).

Never did play the video game though.
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News Comments > MechWarrior Online Adds 12-on-12 Combat
5. Re: MechWarrior Online Adds 12-on-12 Combat Aug 14, 2013, 18:38 Flatline
Eirikrautha wrote on Aug 13, 2013, 23:04:
Now more unbalanced mechs to alpha strike you per map! This is progress!

I'm waiting for the "armor boosters" that give you an instant 10% armor boost per use, for the low low cost of 50 cents per.
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News Comments > Ships Ahoy - PAYDAY 2
25. Re: Ships Ahoy - PAYDAY 2 Aug 13, 2013, 15:48 Flatline
Creston wrote on Aug 13, 2013, 14:38:
nin wrote on Aug 13, 2013, 13:52:
because apparently SWAT is recruited from the mentally handicapped ward?

Stormtrooper Academy of Shooting?

Something like that. It was ridiculous. They were out in the open, the entire street was filled with SWAT guys, and they were never getting hit. Edit: Watched that part again, they ARE getting hit, but it apparently does little to no damage. No idea if that was a dev mode thing or something. What I assumed was their health bars were slooooooooooooooowly counting down from 100 / 150. Like falling by 1 every two seconds slowly.

The narrating dev kept shouting at his buddies to "stay behind the Enforcer (guy with the body armor)!" as if wearing body armor somehow made him this bullet-absorbing black hole that would safeguard everyone else by force of his sheer presence. I guess SWAT in Payday is armed with a Volquartsen .22?

I wouldn't mind it so much if that was a rare occurence, but judging by their video the heist can go bad in a million different ways (they got ganked because a pedestrian saw them sticking up the bank and called the cops), and then it's immediately SWAT-Zerg.


I don't know what game they were playing, but it wasn't the game I played in the Beta.

In the beta the cops *never* missed, it was a question of reaction time, and one SWAT cop could probably hit you six or seven times on full auto before you could start to return fire. Plus, your health is paper thin- in the Beta they actually had to default to give everyone armor because you'd die in about 4 bullet hits otherwise.
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News Comments > Assassin's Creed 4 Ocean Size and Harpooning Explained
9. Re: Assassin's Creed 4 Ocean Size and Harpooning Explained Aug 7, 2013, 15:43 Flatline
Xil wrote on Aug 6, 2013, 13:58:
I really enjoyed AC1, more then enough to buy AC2, found the whole story line just great if not brilliant, wanted to play more to learn/uncover more. So with that in mind AC3 was a must buy but the whole story did not really grab me that much and now I am looking at AC4 and thinking naaaa probably not.....

I was an AC fan and petered out on AC3 as well.

However, that being said, I've been waiting for a AAA age of sail naval game, and the ship levels for AC3 *almost* scratched that itch.

So I'm getting AC4 because it'll be more of what I want, not because it's an AC game oddly enough.

I just wish someone could take this sailing/fighting engine and do the Napoleonic Wars with it. I'd pee myself a little to be on the deck of a ship giving orders at the Battle of Trafalgar while the French & British fleets blow the living fuck out of each other.
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News Comments > PAYDAY 2 Next Week
15. Re: PAYDAY 2 Next Week Aug 6, 2013, 14:57 Flatline
Verno wrote on Aug 6, 2013, 14:48:
The smash and grab thing sounds alright but are the big heists still things like watching a drill for 5 minutes while you get endlessly spammed by bad guys or are there actual heist mechanics in the game now? Like can you pull off an entire job through stealth? Have the mechanics like hostage trades and so on been expanded or is it a glorified survival mode again?

I really didn't like the first game but I thought it had promise if they fleshed out the features more. If they did that here great I'm on board, otherwise I'll pass.

There's an entire class dedicated to preventing the alarm from going off and stealth stuff. Although at that point you're standing around yelling at civilians to keep down.
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News Comments > Morning Tech Bits
3. Re: Morning Tech Bits Aug 6, 2013, 14:23 Flatline
Techie714 © wrote on Aug 6, 2013, 12:21:
BOTH companies are greedy WHORES! Either way the consumer will lose in the end. I'm seriously thinking about becoming a cord cutter.....<<<TWC Customer

I cut the cord 4 years ago. Never looked back.

Protip: See if someone has HBO that you know and is not using HBO Go. Get a Roku or something that supports HBO Go and have them sign up for it and hook you up with the login.


Generally speaking HBO Go updates their catalog within a day or so of the original broadcast.
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News Comments > Morning Mobilization
7. Re: Morning Mobilization Aug 5, 2013, 20:25 Flatline
Kitkoan wrote on Aug 5, 2013, 15:51:
DangerDog wrote on Aug 5, 2013, 13:33:
still too expensive for that brick.

I think the biggest issue is the developers made one thing, and the marketers didn't understand and tried to market it as something completely different.

Serious, the Surface Pro is an amazing art and design tablet that if it had been marketed as that would have become the mandatory laptop at any and every art and design school. It can run Photoshop and other full graphics programs, has a 1080p screen with a stylus that is pressure sensitive, has a decent battery life and is ultra portable. There is literally nothing on the market this advanced for art and design.

To bad marketing didn't understand that and tried passing it off as a laptop... Biggest screwup there.

Several network engineers I know are also pissing themselves over the Pro.

At a grand though it's hard to justify. It seriously needs to sit at the Ipad's price point and it'll start to move. If I could get a pro with decent memory for 6-700 dollars I'd do it and retire my work laptop completely.
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News Comments > Shadowrun Returns Support Plans
18. Re: Shadowrun Returns Support Plans Aug 5, 2013, 13:37 Flatline
Creston wrote on Aug 4, 2013, 22:07:
I have to say, that 100 hour campaign looks absolutely awesome. Basically they're taking every PnP Shadowrun module ever built, and are turning it into one massive campaign.

I honestly doubt they'll ever finish it (though so far a ton of people have signed up to work on it), but IF they ever do, it might genuinely be the most incredible RPG game we'll have ever played. Some of those modules were absolutely fantastic (I especially loved the ones surrounding Dunkelzahn's election and subsequent suicide.)


Moreso than that I'd like to see someone mod in an equipment resource pack (maybe I'll break out the books and do it myself) defining a lot more equipment/cyberware/etc to bring it closer to the PnP games.
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News Comments > Shadowrun Returns Support Plans
17. Re: Shadowrun Returns Support Plans Aug 5, 2013, 13:28 Flatline
JoeNapalm wrote on Aug 5, 2013, 09:04:
Sho wrote on Aug 4, 2013, 14:46:
About six hours in now, still having a blast. Yes, it's a bit on the casual side, but that's exactly what I need to relax inbetween shifts right now.

Yeah, I'm sure it's tough with no other casual games out there...just all those lovingly detailed re-creations of complex PnP RPGs.

Am I the only one who was disappointed by the depth of this game? It's more like a really good iPad game. I think that's part of why the campaign is so is just long enough for you to wish there were more, but not so long as you get bored.

Ifriti Sophist

No, no I'm not upset at the depth of the game, because half the product I bought was an editor system to create new content, and people are going fucking gangbusters on it.

Bitching that this game is shallow is right around bitching that Minecraft doesn't have enough story-driven content. Okay to be fair it's more like bitching that the original Neverwinter Nights campaign was lackluster- that sort of wasn't the point.

Come back in six months when there's a few thousand more modules to play. And in 2-3 months we're getting *another* official campaign/setting for free (if you kickstarted) that has a supposedly more open-ended campaign to it.

I seriously gotta wonder what you expect for 25 bucks and a million dollar budget.
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News Comments > Voxel-based EverQuest Next Details
19. Re: Voxel-based EverQuest Next Details Aug 2, 2013, 17:16 Flatline
NegaDeath wrote on Aug 2, 2013, 15:53:
This sounds incredibly innovative for an MMO to me. A destructible voxel based engine? A sandbox style game world designed from crust to core that might allow for a "journey to the center of the earth" experience? Skepticism is a requirement at this point but I'm excited.

This was done in Reamde by Neil Stephenson. Nothing under the sun is new.
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News Comments > BioShock Infinite DLC Today & Rapture DLC Planned
47. Re: BioShock Infinite DLC Today & Rapture DLC Planned Aug 1, 2013, 18:58 Flatline
Wesp5 wrote on Jul 31, 2013, 09:46:
So just reading all the explanations here again convinces me that the ending is stupid and illogical and tacked on :). Just watch yourself trying to explain it away using reasons like: "So years go by and you carve Anna's name onto your hand as a reminder, then promptly forget. Robert Lutece has second thoughts about all this multiverse shit, and makes his sister do something about it." Oh, and what about all these towers and all the other pairs visible watching out of them? From that moment on the mechanics of the world change which is why I feel it is tacked on!

Thanks for using fucking spoilers asshat.

Also, I was wrong.

Booker is pulled from his universe into the one where Comstock takes Anna, and as we see when you move through tears, your nose bleeds and your memories change. So when Booker is taken to the lighthouse in the beginning, his nose bleeds and his memory changes, and in that change he more or less forgets about his daughter, because in this universe he never had one.

Also, Robert Lutece and his sister are "killed" by Comstock, but actually put into... well... a netherworld. And he resents it.

As for the towers, you really don't get it. The idea of parallel universes is that each time you have a decision to make, in some universe, the other option is taken. So it looks like a massive branching tree if you were to map it out. The other towers and other pairs of Booker & Elizabeth are all the other decisions you *could* have made but didn't. Note that some of the towers didn't have Booker & Elizabeth- they died in that universe, or didn't make it to the end. Figure each tower as another universe. Elizabeth has tied all the universes into a single nexus point, which is how she's able to end all the Comstock universes.
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News Comments > BioShock Infinite DLC Today & Rapture DLC Planned
35. Re: BioShock Infinite DLC Today & Rapture DLC Planned Jul 31, 2013, 06:29 Flatline
Wesp5 wrote on Jul 31, 2013, 03:50:
The Rapture expansion sounds to me like it is the ending the game actually deserved, instead of the stupid, illogical and tacked on feeling ending it got in the original game after leaving Rapture...

Actually if you understand Quantum Mechanics and parallel universes, the ending makes perfect sense. The only thing arbitrary is the "there's always a city and a man" part and the question of if Elizabeths' tears are pre-existing universes or if they're "sort of a wish fulfillment" like she points out.

Note when she says that the uprising is "just like Les Miserable" it's romantic, billowing, uplifting, and optimistic. But as Booker wears on her optimism, each tear shift gets bleaker and bleaker, as her outlook on humanity becomes bleaker.

My Analysis of the ending in a nutshell:

As for the ending, it's decently straightforward. In a world of parallel universes, there are situations where you, Booker, get baptized to was away your sins. In doing so, you become Comstock. Comstock meets Lutece in some of these instances, who looks into Quantum Mechanics and finds her "twin", or her counterpart in another parallel universe, who in that universe is actually a man. Using the ability to look into other times and universes opens windows up to Rapture, which is where Tonics come from (as mentioned in one of the voxophones), as well as the other anachronisms. However, repeated use of this technology prematurely ages Comstock and renders him sterile, and he wants to have progeny. Specifically, his progeny.

So the Lutece "twins" find an alternate reality where Comstock did *not* accept baptism and wallowed in his guilt, drinking and running up gambling debts. Lutece twins offer to buy Booker's daughter off of him ("Give us the girl, and wipe away the debt"), which he agrees to do. He has a change of heart, and goes after her. Her pinky is sheared off in the process, and according to Voxophone records, the girl, now renamed Elizabeth, is able to open tears because she exists in multiple universes at once.

So years go by and you carve Anna's name onto your hand as a reminder, then promptly forget. Robert Lutece has second thoughts about all this multiverse shit, and makes his sister do something about it. So they go to childless Booker and tell him that if he gets the girl back, he erases his debt. This all combines into a delusion Booker is sort of under and the game starts.

At the end of the game, Elizabeth's power is unlocked. Booker wants to kill Comstock, so you go back to the baptism. By being drown, you see the different incarnations of Elizabeth fade away and cease to exist, as you end every possible timeline where Comstock exists and can go buy Anna from Booker. This forces the quantum state of all the parallel realities to collapse (You open the box on Schroedinger's Cat and it's no longer both alive and dead, it's one or the other)- there can be no more Comstock to set the multiverse hopping plot in motion. Therefore, only Booker can exist, and by default Booker can't get baptized so he can't be killed. Any quantum state that results in Comstock includes at this point at least one scenario where Booker goes back in time to prevent Comstock from existing (by drowning himself). There's at least one self-closing loop that prevents the Comstock state of reality from existing at all. Therefore, the only reality possibilities left require Booker to not take baptism and the Point Of View Booker keeps Anna (there may be other Bookers that don't have kids, or come to terms with their guilt, or kill themselves, or whatever, the important part is that *your* point of view Booker keeps Anna, and there is no reality that can support Comstock, because that loop was closed), which is why she's crying in the last scene of the game.

Side sad note: Without some way of breaking the loop, Elizabeth, at least her personality, ceases to exist. This is suggested as she disappears. What is left is the woman Anna will become, which will be fundamentally different than Elizabeth. How this is addressed in the DLC I don't know. I dunno even *if* it'll be addressed.
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